// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef HDRENDERPIPELINE_VOLUMETRICLIGHTING_CS_HLSL #define HDRENDERPIPELINE_VOLUMETRICLIGHTING_CS_HLSL // // UnityEngine.Rendering.HighDefinition.LocalVolumetricFogBlendingMode: static fields // #define LOCALVOLUMETRICFOGBLENDINGMODE_OVERWRITE (0) #define LOCALVOLUMETRICFOGBLENDINGMODE_ADDITIVE (1) #define LOCALVOLUMETRICFOGBLENDINGMODE_MULTIPLY (2) #define LOCALVOLUMETRICFOGBLENDINGMODE_MIN (3) #define LOCALVOLUMETRICFOGBLENDINGMODE_MAX (4) // // UnityEngine.Rendering.HighDefinition.LocalVolumetricFogFalloffMode: static fields // #define LOCALVOLUMETRICFOGFALLOFFMODE_LINEAR (0) #define LOCALVOLUMETRICFOGFALLOFFMODE_EXPONENTIAL (1) // Generated from UnityEngine.Rendering.HighDefinition.LocalVolumetricFogEngineData // PackingRules = Exact struct LocalVolumetricFogEngineData { float3 scattering; int falloffMode; float3 textureTiling; int invertFade; float3 textureScroll; float rcpDistFadeLen; float3 rcpPosFaceFade; float endTimesRcpDistFadeLen; float3 rcpNegFaceFade; int blendingMode; }; // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesVolumetric // PackingRules = Exact CBUFFER_START(ShaderVariablesVolumetric) float4x4 _VBufferCoordToViewDirWS[2]; float _VBufferUnitDepthTexelSpacing; uint _NumVisibleLocalVolumetricFog; float _CornetteShanksConstant; uint _VBufferHistoryIsValid; float4 _VBufferSampleOffset; float _VBufferVoxelSize; float _HaveToPad; float _OtherwiseTheBuffer; float _IsFilledWithGarbage; float4 _VBufferPrevViewportSize; float4 _VBufferHistoryViewportScale; float4 _VBufferHistoryViewportLimit; float4 _VBufferPrevDistanceEncodingParams; float4 _VBufferPrevDistanceDecodingParams; uint _NumTileBigTileX; uint _NumTileBigTileY; uint _MaxSliceCount; float _MaxVolumetricFogDistance; float4 _CameraRight; float4x4 _CameraInverseViewProjection_NO; uint _VolumeCount; uint _IsObliqueProjectionMatrix; float _HalfVoxelArcLength; uint _Padding2; CBUFFER_END // Generated from UnityEngine.Rendering.HighDefinition.VolumetricMaterialDataCBuffer // PackingRules = Exact CBUFFER_START(VolumetricMaterialDataCBuffer) float4 _VolumetricMaterialObbRight; float4 _VolumetricMaterialObbUp; float4 _VolumetricMaterialObbExtents; float4 _VolumetricMaterialObbCenter; float4 _VolumetricMaterialRcpPosFaceFade; float4 _VolumetricMaterialRcpNegFaceFade; float _VolumetricMaterialInvertFade; float _VolumetricMaterialRcpDistFadeLen; float _VolumetricMaterialEndTimesRcpDistFadeLen; float _VolumetricMaterialFalloffMode; CBUFFER_END // Generated from UnityEngine.Rendering.HighDefinition.VolumetricMaterialRenderingData // PackingRules = Exact struct VolumetricMaterialRenderingData { float4 viewSpaceBounds; uint startSliceIndex; uint sliceCount; uint padding0; uint padding1; float4 obbVertexPositionWS[8]; }; // // Accessors for UnityEngine.Rendering.HighDefinition.LocalVolumetricFogEngineData // float3 GetScattering(LocalVolumetricFogEngineData value) { return value.scattering; } int GetFalloffMode(LocalVolumetricFogEngineData value) { return value.falloffMode; } float3 GetTextureTiling(LocalVolumetricFogEngineData value) { return value.textureTiling; } int GetInvertFade(LocalVolumetricFogEngineData value) { return value.invertFade; } float3 GetTextureScroll(LocalVolumetricFogEngineData value) { return value.textureScroll; } float GetRcpDistFadeLen(LocalVolumetricFogEngineData value) { return value.rcpDistFadeLen; } float3 GetRcpPosFaceFade(LocalVolumetricFogEngineData value) { return value.rcpPosFaceFade; } float GetEndTimesRcpDistFadeLen(LocalVolumetricFogEngineData value) { return value.endTimesRcpDistFadeLen; } float3 GetRcpNegFaceFade(LocalVolumetricFogEngineData value) { return value.rcpNegFaceFade; } int GetBlendingMode(LocalVolumetricFogEngineData value) { return value.blendingMode; } #endif